Method and apparatus for providing a computer implemented game

ABSTRACT

A computer device providing a computer implemented game, said computer device comprising: a user interface configured to detect user input from a player of said game; at least one processor; and a display, said at least one processor being configured to: cause a game area to be displayed on said display, said game area comprising a plurality of third game objects; cause at least one second game object to move along a trajectory, wherein when said second game object hits one or more of said third game objects, said respective third game object is removed; and cause an angle of a trajectory of said second game object to be altered to cause said second game object to hit one or more third game objects.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is based on, and claims priority to U.S. ProvisionalApplication No. 62/537,405, filed Jul. 26, 2017, and U.S. ProvisionalApplication No. 62/537,408, filed Jul. 26, 2017, and is acontinuation-in-part of U.S. application Ser. No. 15/852,114, filed Dec.22, 2017, the entire contents of each of which being fully incorporatedherein by reference.

FIELD OF THE INVENTION

Embodiments of this application relate to a computer device for use inplaying a computer implemented game and a method for providing acomputer implemented game.

Some embodiments may relate to engaging users or players in a computergame executable in an online environment.

BACKGROUND OF THE INVENTION

There exist many types of computer device where the display iscontrolled by an input. In some embodiments the input may be a cursor orpointer that is controlled by a human interface device such as a mouse,joystick, keyboard etc. Additionally or alternatively the display maycomprise a touchscreen which can be controlled by a user's touch. Thatis, activation of functions and/or objects is responsive to user inputmade by way of the user touching a particular object displayed on thescreen, and thereby selecting that object.

Computer implemented games are known and are often played on devicessuch as smart phones. Such devices often have a relatively small displayarea. One technical challenge with such games is how to providetechnical complexity of a game whilst at the same time providing avaried gaming experience for the user. Another technical challengerelates to how to keep players interested whilst using limited resourcesof a device on which a game is being played.

One technical challenge can involve allowing a game to be fun andcompelling even when there is limited display resource. A limiteddisplay resource provides challenges such as how a user can interactwith a particular part of the display. Another challenge relates to howto provide complexity which is able to be rendered in a visual distinctmanner on the relatively small display.

Another significant challenge is that of user engagement. Engagementinvolves designing gameplay and devices to be engaging and rewarding toplayers. This typically requires games to be easily understood at theirsimplest or introductory levels, providing rewarding gameplay with quitesimple game mechanics, but becoming progressively more challenging sothat players are not bored, but remain engaged and develop rewardingskills. Effective engagement requires various forms of feedback toreinforce player sense of success and accomplishment. Often this needsto be provided in the context of an environment where only a limitednumber of resources of a computing device can be used in running thecomputer implemented game.

This patent specification describes not only various ideas andfunctions, but also their creative expression. A portion of thedisclosure of this patent document therefore contains material to whicha claim for copyright is made and notice is hereby given: CopyrightKing.com Limited 2017 (pursuant to 17 U.S.C. 401). A claim to copyrightprotection is made to all screen shots, icons, look and feel and allother protectable expression associated with the games illustrated anddescribed in this patent specification.

The copyright owner has no objection to the facsimile reproduction byanyone of the patent document or the patent disclosure, as it appears inthe Patent and Trademark Office patent file or records, but reserves allother copyright rights whatsoever. No express or implied license underany copyright whatsoever is therefore granted.

SUMMARY OF THE INVENTION

According to an aspect there is provided a computer device providing acomputer implemented game, said computer device comprising: a userinterface configured to detect user input from a player of said game; atleast one processor; and a display, said at least one processor beingconfigured to: cause a game area to be displayed on said display, saidgame area comprising a plurality of third game objects; cause at leastone second game object to move along a trajectory, wherein when saidsecond game object hits one or more of said third game objects, saidrespective third game object is removed; and cause an angle of atrajectory of said second game object to be altered to cause said secondgame object to hit one or more third game objects.

The at least one processor may be configured to display a first gameobject in said game area and to cause said first game object to becontrolled in response to user input received via said user interface tocause said second game object to move along said trajectory.

The at least one processor may be configured to cause the second objectto be reflected from a further object before hitting one or more furtherobjects.

The angle of trajectory may comprise an angle of reflection with respectto said further object.

The said angle of trajectory may be adjusted such that the angle ofreflection is different to an angle of incident of said second gameobject with respect to said further object.

The angle of trajectory may comprise an angle of incidence with respectto said further object.

The further object may comprise one or more of an edge of said game areaor a game play object.

The at least one processor may be configured to determine if the numberof third game objects satisfies a criteria and when said criteria issatisfied, to cause said angle of trajectory to be altered.

The criteria may comprise that the number of third game objects is lessthan a given number.

The angle of trajectory is altered by up to a given maximum value.

The user interface and said display are provided by a touch screen.

The computing device may determine if the second game object will miss atarget third object and if so said angle of trajectory is altered tocause the second game object to hit the target third object.

The at least one processor may be configured to determine if the secondgame object will miss a target third object, if so determining if theangle of trajectory can be altered so that the second game will hit thetarget third object and if so altering said angle of trajectory to causethe second game object to hit the target third object.

The at least one processor may be configured, when there are less than agiven number of third game objects, to determine if the second gameobject will miss a target third object, if so determining if the angleof trajectory can be altered so that the second game will hit the targetthird object and if so altering said angle of trajectory to cause thesecond game object to hit the target third object.

According to an aspect there is provided a computer implemented methodfor providing a computer implemented game on a computer devicecomprising a user interface configured to detect user input from aplayer of said game, at least one processor, and a display, the methodcomprising: causing a game area to be displayed on said display, saidgame area comprising a plurality of third game objects; causing at leastone second game object to move along a trajectory, wherein when saidsecond game object hits one or more of said third game objects, saidrespective third game object is removed; and causing an angle of atrajectory of said second game object to be altered to cause said secondgame object to hit one or more third game objects.

The method may comprise causing the display to display a first gameobject in said game area and causing said first game object to becontrolled in response to user input received via said user interface tocause said second game object to move along said trajectory.

The method may comprise causing the second object to be reflected from afurther object before hitting one or more further objects.

The angle of trajectory may comprise an angle of reflection with respectto said further object.

The angle of trajectory may be adjusted such that the angle ofreflection is different to an angle of incident of said second gameobject with respect to said further object.

The angle of trajectory may comprise an angle of incidence with respectto said further object.

The further object may comprise one or more of an edge of said game areaor a game play object.

The method may comprise determining if the number of third game objectssatisfies a criteria and when said criteria is satisfied, causing saidangle of trajectory to be altered.

The criteria may comprise that the number of third game objects is lessthan a given number.

The angle of trajectory may be altered by up to a given maximum value.

According to an aspect there is provided a non-transitory computerreadable storage device storing instructions that, when executed by atleast one processor of a computer device, having a display and a userinterface, causes said at least one processor to perform the steps of:causing a game area to be displayed on said display, said game areacomprising a plurality of third game objects; causing at least onesecond game object to move along a trajectory, wherein when said secondgame object hits one or more of said third game objects, said respectivethird game object is removed; and causing an angle of a trajectory ofsaid second game object to be altered to cause said second game objectto hit one or more third game objects.

According to an aspect there is provided a computer device providing acomputer implemented game, said computer device comprising a userinterface configured to detect user input from a player of said game, atleast one processor, and a display, said at least one processor beingconfigured to: cause a first part of a game area to be displayed on saiddisplay, said first part of the game area comprising a first game objectand a plurality of third game objects; cause said first game object tobe controlled in response to user input received via said user interfaceto cause at least one second game object to hit one or more of saidthird game objects; cause said hit one or more third game objects to beremoved from the first part of said game area; and determine when givenones of said plurality of third game objects have been removed and inresponse thereto to cause a second part of the game area the displayed,said first game object being moved to a position within the second partof the game area.

The at least one processor may be configured to cause the display toinitially scroll through all of the game area.

The at least one processor may be configured to cause the display toscroll from the first part of the game area to the second part of thegame area.

The first and second parts of the game area may be overlapping.

The first and second parts of the game area may be non-overlapping.

The given ones of the third game objects may be arranged in one or moregroups. The causing of the second part of the game area to be displayedmay occur when all of the third game objects in the one or more groupshave been removed.

The game area may comprise at least three parts. The at least oneprocessor may be configured to cause a next part of the game area to bedisplayed when given third game objects in a previous part of the gamearea have been removed.

The at least one processor may be configured to determine if a firstthird game object is a first item that the second game object has hitafter interaction with the first game object and if so to cause saidsecond game object to continue on its path to remove at least onefurther third game object as well as said first third game object.

The at least one processor may be configured to determine for at leastone third object which has been hit if at least one condition has beensatisfied and to only remove that third object when the condition hasbeen satisfied.

The at least one condition may comprise that the third object has beenhit an equivalent of n times, where n is an integer greater than one.

The at least one processor may be configured to update a count valuewhen a respective third object has been hit.

The second game object may have a power attribute value such that whenthe second game object hits a first third game object, the at least oneprocessor updates the count value by m, where m is an integer greaterthan one and dependent on the power attribute value.

The at least one processor may be configured to update the powerattribute value after the second game object has hit the first thirdgame object.

The second game object may hit a further third game object after hittingthe first third game object. The at least one processor may beconfigured update the count value for that further game object by aninteger value less than m, in dependence on the updated power attributevalue.

The second game object may have a power attribute value such that whenthe second game object hits a given number of items, the power attributevalue is updated.

The given number of items may be one.

The second game object may have a power attribute value and at least onethird object may have a third object value indicating an amount of powerrequired to remove the respective third object. The at least oneprocessor may be configured to update the third object value when thesecond game object hits the third object by an amount dependent on thepower attribute value of the second game object.

The respective third object may be removed when the third object valuehas a given value.

According to an aspect there is provided a computer implemented methodfor providing a computer implemented game on a computer devicecomprising a user interface configured to detect user input from aplayer of said game, at least one processor, and a display, the methodcomprising: causing a first part of a game area to be displayed on saiddisplay, said first part of the game area comprising a first game objectand a plurality of third game objects; causing said first game object tobe controlled in response to user input received via said user interfaceto cause at least one second game object to hit one or more of saidthird game objects; causing said hit one or more third game objects tobe removed from the first part of said game area; and determining whengiven ones of said plurality of third game objects have been removed andin response thereto causing a second part of the game area thedisplayed, said first game object being moved to a position within thesecond part of the game area.

The method may comprise determining if a first third game object is afirst item that the second game object has hit after interaction withthe first game object and if so causing said second game object tocontinue on its path to remove at least one further third game object aswell as said first third game object.

The method may comprise determining for at least one third object whichhas been hit if at least one condition has been satisfied and onlyremoving that third object when the condition has been satisfied.

The at least one condition may comprise that the third object has beenhit an equivalent of n times, where n is an integer greater than one.

A count value may be updated when a respective third object has beenhit.

The second game object may have a power attribute value. The method maycomprise, in response to the second game object hitting a first thirdgame object, updating the count value by m, where m is an integergreater than one and dependent on the power attribute value.

The power attribute value may be updated after the second game objecthas hit the first third game object.

In response to the second game object hitting a further third gameobject after hitting the first third game object, the count value may beupdated for that further game object by an integer value less than m, independence on the updated power attribute value.

According to another aspect, there is provided a non-transitory computerreadable storage device having a computer readable program code storedtherein, said computer readable program code containing instructionsconfigured to be executed by at least one processor of a computer devicecauses said at least one processor to perform the steps of the method.

According to some aspects, there is provided a program productcomprising a computer-readable storage device including acomputer-readable program for providing a computer-implemented game,wherein the computer-readable program when executed on a computer causesthe computer to perform any one or more of the method steps describedpreviously.

A computer program comprising program code means adapted to perform themethod(s) may also be provided. The computer program may be storedand/or otherwise embodied by means of a carrier medium.

In the above, many different embodiments have been described. It shouldbe appreciated that further embodiments may be provided by thecombination of any two or more of the embodiments described above.

Various other aspects and further embodiments are also described in thefollowing detailed description and in the attached claims.

BRIEF DESCRIPTION OF DRAWINGS

To understand some embodiments, reference will now be made by way ofexample only to the accompanying drawings, in which:

FIG. 1A shows a schematic example of an entire game area at a beginningof a game;

FIG. 1B shows a schematic example of the game area during the game;

FIG. 1C shows a schematic example of the remaining game area towards theend of a game;

FIG. 2A shows an upper part of a game area of an example game;

FIG. 2B shows the initial part of the game area of the example game;

FIG. 3 schematically shows a representation of different levels of theexample game;

FIG. 4 is a first flowchart according to an embodiment;

FIG. 5 shows an example user device in which some embodiments may beprovided;

FIG. 6 shows an example system in which some embodiments may beprovided;

FIG. 7 is a second flowchart according to an embodiment;

FIG. 8 shows an example path of a second object; and

FIG. 9 is a flowchart according to an embodiment.

DETAILED DESCRIPTION OF SOME EMBODIMENTS

One example of a game with which embodiments may be used is a so-called‘brick or block breaker game’ where the player is required to manoeuvrea paddle type game object to bounce objects such as projectiles or ballsinto other objects such as bricks or blocks.

The game area is generally provided with walls and the projectile isable to bounce off the wall. The walls may be provided on one or bothsides of the screen and/or at the upper end of the screen. The paddlemay be positioned at an end of the screen not having a wall. This may bethe lower end of the screen. It should be appreciated that the walls mayangled with respect to the screen edge and/or parallel with respect tothe screen edge. The walls may extend along only a partial extent of thedisplay area of the screen and/or to a full extent. The walls may beflat and/or curved. There may be one or more walls.

On contact with ball or projectile, one or more bricks are destroyed. Ifthe ball or projectile moves past the paddle then a life may be lost.The player may be provided with any number of lives, equal to one ormore. The aim of the game is generally to remove all the bricks.

A schematic view of a user device 100 according to an embodiment isshown in FIG. 5. All of the blocks shown are implemented by suitablecircuitry. The blocks may be implemented in hardware and/or software.The user device may have a control part 110. The control part may beimplemented by one or more processors 115 and one or more memories 120.

The control part 110 is shown as having a graphics controller 125 and asound controller 310. It should be appreciated that one or other or bothof the graphics controller 125 and sound controller 130 may be providedby the one or more processors 115 or may be separately provided. Thegraphics and sound controllers may comprise memory and/or may operate inconjunction with the one or more memories 120.

The graphics controller 125 is configured to provide a video output 135.The sound controller 130 is configured to provide an audio output 410.The video output 135 is provided to a display 155. The audio out 140 isprovided to an audio device 160 such as a speaker and or earphone(s).

The control part 110 has an interface 145 allowing the device to be ableto communicate with a network such as the Internet or othercommunication infrastructure. For example the interface allowscommunication with a wireless area network WAN 150.

The device 100 has an input device or user interface 165. The inputdevice can take any suitable format and can be one or more of akeyboard, mouse, touch screen, joystick or game controller. It should beappreciated that the display 155 may in some embodiments also providethe input device 165 by way of an integrated touch screen for example.

The blocks of the control part 110 are configured to communicate witheach other by an interconnect such as a bus or any other suitableinterconnect and/or by point to point communication.

It should be appreciated that in some embodiments, the controller may beimplemented by one or more integrated circuits, at least in part.

The user device 100 is shown by way of example only. In alternativeembodiments, one or more of the parts may be omitted. Alternatively oradditionally, some embodiments may comprise one or more other parts.Alternatively or additionally, one or more parts may be combined.

FIG. 6 schematically shows a system 200 according to an embodiment. Thesystem 200 comprises a server 220 which may be provided with a databaseor be connected to a database. The database may store game player'sdetails, profiles, statistics etc. In practice, one or more servers 220may be provided.

The server 220 may communicate via, for instance, the internet 210 toone or more client or user devices 100, such as shown in FIG. 5. By wayof example, the user devices are shown as user devices 100 a, 100 b and100 c in FIG. 6. The internet 210 or the like may further provideconnections to a social network 230, for example, Facebook™. The socialnetwork 230 may be provided with or connected to a database storingsocial user interaction details, for instance, user to user interactionmaps, friend lists, location history etc.

It should be appreciated that embodiments may be deployed in differentsystem architectures. For example, the computer game may be implementedas a computer game that is stored in the memory of the user device andis run on the processor of the user device. However, the server mayhandle some elements of the game in some embodiments. By way of exampleonly, a Java game applet may be provided to the user device and thelocally running Java applet will generate, for example, the graphics,sounds, and user interaction for the game play on the user device. Somedata may be fed back to the server to allow interaction with other userdevices. The data which is fed back may also allow scoring and/or crossplatform synchronization.

In some embodiments, the game may be implemented as a computer programthat is stored in a memory of the system, for example the server, andwhich runs on a processor of the game server. Data streams or updatesare supplied to the user device to allow the user device to render anddisplay graphics and sounds in a browser of the user device. Such anapproach is sometimes referred to as a web services approach. It shouldbe appreciated, however, that such an approach does not necessarilyrequire the use of the Internet.

The game may be played in an offline mode on a handheld device usinglocally stored information on the handheld device. The device may storeall or some of the levels that are available as applicable to theparticular game and its saga or mission objectives. Some of the featuresmay be locally executed on the device.

Some embodiments may be implemented to synchronize game stateinformation and/or retrieve and connect to social graph information anduser profile data on a social network such as Facebook or Google+.

Some embodiments may be implemented to enable connection to a pluralityof social networks. The user may be given the option to select whichinformation may be derived and/or shared with which social network.

Some embodiments may be provided in the context of so-called saga games.These are games which have one or more levels. In some games, a user maybe required to complete a certain level before the user is able toprogress to a next level. In some embodiments, the user may be able togo back and play any previous level.

A game may have a number of different levels. Different levels may havedifferent requirements to be met. For example, some levels may have oneor more specific goals. When a user selects a level, the user has tocomplete the specific goal in order to complete that level. For example,the user may be required to achieve a certain number of points, collectone or more given items, reach a particular location and/or the like. Ifthe user fails to achieve that goal, the level is not completed. Theuser may be required to complete that level in order to reach anotherlevel.

In some embodiments, the different levels may be represented on a map360. FIG. 3 schematically shows one example of such a view for theexample game of FIGS. 2A and 2B. Different levels 350 are represented ona path 362 so that the user can see the progress which he has madeplaying the game. This also allows a user to go back and replay levelswhich he has previously played. The map view may show what levels havebeen completed as well as levels are left to play. Throughout the gameand for each level completed, the player journeys across the map.

In some embodiments, the game can be implemented so that a playerprogresses through multiple levels of changing and for exampleincreasing difficulty. In some embodiments, the difficulty of the levelsmay vary as the user progresses along the path. As the player travelsthrough the levels in the game, his progress may be represented as ajourney along a path in the virtual map. The current level 352 of theuser may be indicated on the map. In some embodiments, the levels whichhave been completed may be displayed in a visually distinct manner fromthose levels which have yet to be completed.

In some embodiments, the player moves between levels and completes thelevels one by one along a path by playing the game associated with thatlevel. When the player achieves the goal of a level, the next level isunlocked and the player can play that level in the game.

The number of stages and levels can vary depending on theimplementation. The levels may be numbered consecutively throughout thegame or they can be numbered within a stage. Other ways of identifyingthe levels can be provided in other embodiments.

Reference is made to FIG. 1A which schematically shows a game area forbrick breaker game at the beginning of a game. At the beginning of thegame, only a first part 320 a of the game area is displayed on thedisplay of the user device. As can be seen from FIG. 1A, this means thata second part of the game area is not displayed on the display.

The brick breaker game comprises a first game object. In some brickbreaker games, this is referred to as a paddle. This first game objectis controlled by input from a user via the user interface. In someembodiments, the user is able to control the position of the first gameobject. In some embodiments, there may be limitations as to the extentof movement of the first game object. For example, the first game objectmay only be movable perpendicular to the longitudinal extent of the gamearea. This is indicated schematically in FIG. 1A by arrow 301.

It should be appreciated that in other embodiments, the first gameobject may have a different or further range of possible movement.

The first game object may be controlled to cause the release of a seconddifferent type of game object 303. This second type of game object maybe a ball or projectile. In other embodiments, this second type of gameobject may be visually represented in any suitable manner. In someembodiments, there may be an unlimited supply of second game objectsduring the game. In other embodiments, the number of second game objectsmay be limited to one or more second game objects within a game.

The first game object may be controlled to release the second gameobject by user interaction via the user interface. In some embodimentsonly one second game object may be in play at any given moment. In otherembodiments, the number of second game objects in play at any given timemay be two or more.

In some embodiments, the second game object is released so as to “hit”or collide with one or more third game objects. These third game objectsare bricks. However, these third game objects may be visuallyrepresented in any suitable manner. The third game objects may bearranged in one or more groups of one or more third game objects. In theexample shown in FIG. 1A, there are eight groups of third game objects.However this is by way of example only and there may be more or lessthan eight groups. Where the third objects are arranged in groups, thegroups may be arranged in any suitable orientation. The groups may havethe same or differing numbers of third game objects. The third gameobjects in a group may be next to other third game objects and/or spacedapart from other third game objects of that group. Adjacent groups maybe spaced apart from one another and/or may have one or more third gameobjects of one group next to one or more third game objects of anothergroup.

In other embodiments, the third objects may be arranged in a singlegroup.

In some embodiments, when a second game object hits or collides with athird game object, the third game object is removed. In someembodiments, the third game objects need to be hit more than once inorder to be removed.

Referring back to FIG. 1A, when a game is started, the display iscontrolled such that top of the game area is initially displayed and thegame area is then scrolled until only the first part of the game area,at the opposite end to the top of the game area is displayed. This firstpart of the game area is referenced 320 a. In some embodiments, there isno scrolling of the game area before the game is played. Groups 302, 304and 306 are displayed, after the initial scrolling. Groups 308, 310,312, 314 and 316 are not displayed, after the initial scrolling.

Using the first game object, one or more second game objects arereleased. This is controlled by user interaction via the user interface.In some embodiments, where the user interface is provided by a touchscreen, touching the first object and then releasing the first objectmay cause the one or more second game objects to be released. In someembodiments, the user is able to control the direction in which the oneor more second game objects are released, via the user interface. Theone or more second objects may hit one or more of an edge of the gamearea and one or more third game objects. The edge of the playable gamearea may be represented by a wall or in any other suitable manner. Thewall or similar object will allow the second object to bounce back intothe game area. In the case that a third game object only needs to be hitonce to be removed, that third game object will be removed if it is hit.Where a third game object needs to be hit n times (n being greater than1), it may be determined when that third game object has been hit ifthat third game object has now been hit n times. If so, that third gameobject will be removed. If not, that third game object remains in thegame area.

Typically the second game object will bounce around the game area beforereturning to the lower part of the game area where the first game objectis located. The first game object will be moved to interact with thesecond game object. The position of the first game object is thuscontrolled by the user via the user interface with the aim of the firstgame object being in the path of the second game object which causes thesecond game object to be caught or bounced back up into the game area.

In some embodiments, when given ones of the third game objects areremoved, the game area is scrolled up and the first game object isrepositioned to be at the lower end of the new game area. In the exampleof FIGS. 1A to 1C, when the third game objects in groups 302, 304 and306 have been removed, then the next part of the game area, as shown inFIG. 1B is displayed. This is referenced 320 b. Thus there is still partof the game area which is not displayed. Groups 308 and 310 aredisplayed. Groups 312, 314 and 316 are not displayed.

Similarly, when the third game objects in groups 308 and 310 areremoved, the game area is scrolled up and the first game object isrepositioned to be at the lower end of the new game area. The next partof the game area, as shown in FIG. 10 is displayed. This is referenced320 c. Groups 312, 314 and 316 are displayed. In this case, there is nolonger any part of the game area which is not displayed.

In this example, the game area can be regarded as being provided insections. Removal of all of the third game objects in a section isrequired before the next section can be displayed. In other embodiments,as soon as given ones of the third game objects are removed, the gamearea is incremented or moved forward so as to display a new part of thegame area. That new part of the game area may comprise new third gameobjects and/or an area with no third game objects. The displayed gamearea will also comprise part of the previously displayed game area whichmay comprise one or more previously displayed third game objects and/oran area with no third game objects. The first game object would berepositioned at the bottom of the new game area as previously discussed.

Reference is made to FIGS. 2A and 2B which show one example of how thecomputer game may appear. The first game object 300′ is represented by apaddle, in this specific example the paddle is visualized as person witha ring but it should be appreciated that the paddle could be visualizedin other different ways. The second game object (not shown) may bevisually represented by a ball. The third game objects are visuallyrepresented as blocks or bricks.

FIG. 2A shows the upper part of the game area which is initiallydisplayed when the user starts to play a game. As mentioned, this gamearea is then scrolled through on the display until the lower part of thegame area (the first part of the game area 320 a′) is displayed. This isshown in FIG. 2B.

It should be appreciated that the game area of FIGS. 2A and 2B have adifferent arrangement of groups of third game objects to the example ofFIGS. 1a to c . These groups of third game objects in FIGS. 2A and 2Bare referenced 330, 332, 334, 336 and 338.

It should be appreciated that there are further game objects, fourthgame objects 340 in the example game of FIGS. 2A and 2B. These fourthgame may need to be removed in order to progress to the next part of thegame area and/or may provide an additional effect such as extra power orextra lives.

Reference is made to FIG. 4 which shows a computer implemented method ofan embodiment. This may be performed in the user device.

In step T1, the processor is configured to cause the display to scrollthrough the game area until the lowermost part of the game area isdisplayed. This feature is optional is some embodiments and in otherembodiments the lowermost part of the game area may be initiallydisplayed. In some embodiments a thumbnail or similar may be provided onthe display before and/or during the playing of the game. In someembodiments, the game area is only revealed as the player plays thegame.

In other embodiments, the scrolling through the game area may becontrolled by the user via the user interface.

In step T2, the processor is configured to cause the first game objectto be controlled in response to user input received by the interface tocause the second game object to move in the game area. The first gameobject may launch the second game object or bounce the second gameobject back into the game area.

In step T3, the processor is configured to cause third game objects tobe removed. This is in response to a determination by the processor thata respective third object has been hit by a second game object and/orthat one or more other conditions have been satisfied for the removal ofthat third game object. One of these conditions may be that the thirdgame object has been hit a predetermined number of times.

In step T4, the processor is configured to determine that given ones ofthe third game objects have been removed such that a different part ofthe game area can be displayed.

In step T5, the processor is configured to cause the next part of thegame area to be displayed and reposition the first game object such thatit is displayed within the next part of the game area.

In some embodiments, a check is made each time a third game object is tobe removed to see if the given ones of the third game objects have allbeen cleared. If not, the check is repeated when the next third gameobjects is removed. In this embodiment, steps T2 and T3 may be repeateduntil a check in step T4 is satisfied.

In some embodiments, the criteria for determining that a next part ofthe game area is to be displayed is that the all third objects with agiven distance from the first object have been removed or that all thethird objects a certain distance from the first object along one or moredirections have been removed. One direction may be the direction ofscrolling. Another direction may be parallel to the direction ofscrolling.

In some embodiments, the removal of a third game object may depend onwhether the third game object is directly hit by the second game objector if the second game object has bounced via another third game object,another game object or the edge of the game area before hitting thatthird game object.

Reference is made to FIG. 7 which shows a method performed in someembodiments in a user device. The method is a computer implementedmethod.

In step S1, the processor is configured to determine that the secondgame object is within a defined distance of a target third object. Forexample the processor is configured to determine that the second gameobject has hit or is about to hit a third object. This may alternativelyor additionally take into account the trajectory of the second gameobject. In one embodiment, the second game object may have a powerattribute which is set (e.g. to 1) when it for example contacts thepaddle.

In step S2, the processor is configured to determine if the secondobject hit another object before being within the defined distance ofthe target third object. This may be determined by considering the powerattribute of the second game object. The power attribute may be reset(for example set to 0) when the second game object hits another object.The another object may be another third object, an obstacle, a fourthgame object, an edge of the display and/or any other object. In someembodiments, the processor may consider the path from the first objectto the target third object to make this determination. Other embodimentsmay use a different technique.

In step S3, based on this determination, the power applied to the targetthird object is determined. In other words, it may be determined if thesecond object has the power attribute set or not. In some embodiments,the “power” will determine the number of third objects which are to beremoved. For example, if the second object has not hit anything prior tohitting the target third game object, the target third game object andone or more adjacent third game objects are removed. In someembodiments, up to two third game objects are removed. If the secondobject has hit something else already, then only the target third gameobject is removed.

In some embodiments, the third objects have a “hardness” attribute whichdefines how many times the third object needs to be hit before beingremoved. For example, one or more third objects may have a hardness of 2meaning that the third object needs to be hit by the second game objecttwice before that object is removed. Each time the third object is hit,the hardness value is reduced by one. However, if the second game objecthas the power attribute set, this will reduce the hardness value by 2.

Thus is a third object with a hardness of 2 is hit by a second gameobject with the power attribute set, this will cause that third gameobject to be removed.

If the third game object has a strength of 1 and it is hit by the secondgame object with the power attribute of 1, that third game object isremoved and the second game object moves along to the next game object.In some embodiments, this is without modifying the path of the secondgame object, for example, without bouncing. If that next game object isa third game object, it will have its strength reduced by 1. Dependingon the number of times that the third game object has been hit already(or not) that third game object may or may not be removed.

If the third game object has a hardness of 3, and it is hit by thesecond game object with the power attribute of 1, that third game objecthas its hardness reduced to 1. The third game object is not removed andthe second game object will bounce off that third object.

The power attribute provided by the second object may have more than twooptions (set or reset) or values. It should be appreciated that anysuitable way of indicating if the power attribute is provided or notand/or the value of that attribute may be used.

A counter function (count up or count down) may be provided to supportthe providing of a plurality of different power attribute values. Thecounter function may be provided by hardware and/or software. Otherembodiments, may manage the power attribute without a counter.

In some embodiments, the power attribute may be omitted.

There may be one or more additional or alternative method for providingthe current power values and/or using up the power values.

The power attribute may be stored by the processor in the memory.

The hardness values may be stored by the processor in the memory.

The processor may be configured to update the power attribute(s) and/orthe hardness values.

In the example described, one or more third objects are provided with ahardness value of up to 2. In some embodiments, there may be more than 2hardness values for one or more third objects, additionally oralternatively. It should be appreciated that any suitable way ofindicating if the hardness attribute is provided or not and/or the valueof that attribute may be used.

The hardness attribute may be omitted in some embodiments.

A counter function (count up or count down) may be provided to supportthe providing of a plurality of different hardness values. The counterfunction may be provided by hardware and/or software. Other embodiments,may manage the hardness attribute without a counter.

In some embodiments, this method may only be carried out for the firsttarget third game object after the second game object is initiallyreleased by the first game object. In other embodiments, this method maybe carried out after each time the second game object has made contactwith the first game object.

Reference is now made to FIGS. 8 and 9 which show another embodiment.One technical challenge with playing block breaker games such aspreviously described on a device with a relatively small screen relatesto control of movement of the second game object by the user interactionwith the first game object. Given the size of the screen it can bedifficult to precisely control the angle at which the second game objectis directed from the first game object. This may be a particulardifficulty when there are only a few third game objects remaining to beremoved. As mentioned previously, there may be a number of differentgame levels which are provided in a game, with different levels havingdifferent levels of difficulty. This lack of precision of the control ofthe angle makes it difficult to complete the level.

Some embodiments also allow for reducing player frustration when closeto completing a level. This is a particular problem for brick breakergames where player frustration may lead to players becoming disengagedand stopping playing. The aim may be to allow the game to beinteresting, for example where the game is a so-called casual game.

In some embodiments, angle adjustment may be provided to allow the levelto be completed. In this regard, reference is first made to FIG. 8 whichshows the path of a second object. The second object moves towards anobject 800 along path 802. This object 800 may be any suitable objectsuch as an edge of the game play area or a suitable game play object.The angle of the path 802 with respect to the incident of the gameobject 800 is referenced 810. The second object is reflected along path804. The angle of the reflected path with respect to incident isreferenced 808. The objective may be to hit a third game object, whichis referenced 812 in this example.

Without any adjustment, the two angles 810 and 808 will have the samevalue. However, in some embodiments, when it is determined that thereare fewer than a given number of third game objects in the game area,the processor will determine if the angle 808 is to be adjusted. Theremay be a maximum amount by which the angle is adjusted. If it isdetermined that the second game object moving along the path 804 willmiss the target third object 812 and that the angle can be adjusted bythe maximum or a smaller angle to cause the second object to hit thetarget third object, then the angle is adjusted.

In some embodiments a determination is made if the adjustment of theangle will cause the second object to hit the third object. If so, theprocessor is configured to cause the angle to be modified. If not, theprocessor is configured not to adjust the angle and allow the secondobject to continue along its path.

Depending on the difficulty associated with a level, the angle may notbe adjusted or adjusted by up to a maximum angle adjustment amount. Themaximum angle adjustment may be dependent on the difficulty of a level.

In some embodiments, the maximum angle adjustment amount may berelatively small in some embodiments and may be selected to counterbalance imprecision introduced by playing the game on a small screendevice. For example, the maximum angle adjustment may be of the order of5 to 10 degrees. In some embodiments, the maximum angle adjustment maybe less than 5 degrees or more than 10 degrees.

In some embodiments, different levels may have different maximum angleadjustments. In some embodiments, one or more levels may have no angleadjustment.

In some embodiments, the angle adjustment may be provided throughout theplaying of a level and not just when there are less than a thresholdamount of third game objects.

Reference is made to FIG. 9 which shows a flow chart of the embodiment,described in relation to FIG. 8.

In step A1, the processor is configured to determine if there are lessthan a given number of third game objects remaining in the game area.This may be optional in some embodiments.

In step A2, in response to the processor determining that there are lessthan the given number of third game objects, the processor determinesfor each second game object when it impacts an object, e.g. object 800,if the trajectory of the second object once it has reflected from theobject will hit a third object. If not, the processor will determine ifthe angle of the trajectory can be adjusted by up to maximum angleadjustment amount to cause the third object to be hit. If so the nextstep is step A3 and if not the next step is A4. Of course if thetrajectory is such that a third game object will be hit, there is noneed for any adjustment and the next step is step A4.

In some embodiments, a preliminary step, for example part of step A2 orprior to step A2 or A1, is performed by the processor. If the processordetermines that the second game object will impact an object (either anyobject or a third object). If so, the method will jump straight to stepA4.

In step A3, the processor is configured to control the display todisplay the second game object moving along the adjusted path to hit athird object.

In step A4, the processor is configured to control the display todisplay the second game object moving along an unadjusted path.

In some embodiments, the method may be performed only for the secondobject when it has just bounced of the paddle or first game object. Inother embodiments, the method may be performed for any movement of thesecond object.

In other embodiments, the method may be performed where one or moreconditions are satisfied.

In some embodiments, a more complex adjustment may be provided. Forexample, the processor may be configured to determine the path of thesecond object as it bounces off two or more objects and determine ifeach angle of reflection from each object needs to be adjusted in orderto allow a third game object to be removed. Again there may be a maximumamount by which each angle may be adjusted.

In some embodiments, the determination whether the second object willmiss is done only immediately after a hit with the paddle or first gameobject. The determination as to whether is a hit or not may bedetermined for a specified number of bounces after the contact with thefirst game object (paddle). For example, it is determined determine thatthere is a miss if there is not a direct hit or hit following the firstbounce. The hit is with a third game object. If there is a miss, theprocessor is configured to determine if the angle of the bounce is to beadjusted. In some embodiments, the original angle from the first gameobject may alternatively or additionally be altered. One or both of theoriginal angle and the bounce angle may be modified, as discussedpreviously.

In some embodiments, the angle of incidence may be adjusted as well asor in the alternative to the angle of reflection.

In the previously described embodiments, reference has been made to alower and upper part of the game area. This is by way of example onlyand the game area may be scrolled from left to right, right to left ordown to up. In some embodiments, the progression through the game areamay be more complex and may have one or more components of left or rightand up or down from one display area to the next.

It should be appreciated that the visualization of the first, second,third and fourth game objects may take any suitable form.

Some embodiments may be provided on a user device such as a smart phone.It should be appreciated that other embodiments may be provided by anyother suitable device such as a computer, a laptop computer, a tablet orthe like.

Some embodiments have been described in the context of specific types ofproduct/software. It should be appreciated that this is by way ofexample only and other embodiments may be implemented using any otherproduct/software.

Embodiments provide computer programs embodied on a distribution medium,comprising program instructions which, when loaded into electronicapparatuses, constitute the apparatuses as explained above. Thedistribution medium may be a non-transitory medium.

Other embodiments provide computer programs embodied on a computerreadable storage medium, configured to control a processor to performembodiments of the methods described above. The computer readablestorage medium may be a non-transitory medium.

The computer program may be in source code form, object code form, or insome intermediate form, and it may be stored in some sort of carrier,distribution medium, or computer readable medium, which may be anyentity or device capable of carrying the program. Such carriers includea record medium, computer memory, read-only memory, photoelectricaland/or electrical carrier signal, telecommunications signal, andsoftware distribution package, for example. Depending on the processingpower needed, the computer program may be executed in a singleelectronic digital computer or it may be distributed amongst a number ofcomputers. The computer readable medium or computer readable storagemedium may be a non-transitory medium.

An appropriately adapted computer program code product or products maybe used for implementing the embodiments, when loaded on an appropriatedata processing apparatus, and/or other control operations. The programcode product for providing the operation may be stored on, provided andembodied by means of an appropriate carrier medium. An appropriatecomputer program can be embodied on a computer readable record medium. Apossibility is to download the program code product via a data network.In general, the various embodiments may be implemented in hardware orspecial purpose circuits, software, logic or any combination thereof.

Some embodiments may be provided as a computer program product, includedon a computer or machine-readable medium having stored thereon theexecutable instructions of a computer-readable program that whenexecuted on at least one processor cause a method according to someembodiments to be carried. The terms “computer-readable medium” or“machine-readable medium” as used herein includes any medium thatparticipates in providing instructions to a processor or othercomponents of computer system for execution. Such a medium may take manyforms including, but not limited to, storage type media, such asnon-volatile media and volatile media, and transmission media. Commonforms of non-volatile media include, for example, a floppy disk, aflexible disk, a hard disk, magnetic tape or any other magnetic medium,a compact disc ROM (CD-ROM) or any other optical medium, punch cards orany other physical medium with patterns of holes, a programmable ROM(PROM), an erasable PROM (EPROM), electrically EPROM (EEPROM), a flashmemory, any other memory chip or cartridge, or any other medium. Someembodiments may be downloaded or distributed as a computer programproduct, wherein the computer-readable program instructions may betransmitted from a remote computer such as a server to a user device byway of data signals embodied in a carrier wave or other propagationmedium via a network.

The person skilled in the art will realise that the different approachesto implementing the methods and control module are not exhaustive, andwhat is described herein are certain embodiments. It is possible toimplement the above in a number of variations without departing from thespirit or scope of the invention.

1. A computer device providing a computer implemented game, saidcomputer device comprising: a user interface configured to detect userinput from a player of said game; at least one processor; and a display,said at least one processor being configured to: cause a game area to bedisplayed on said display, said game area comprising a plurality ofthird game objects; cause at least one second game object to move alonga trajectory, wherein when said second game object hits one or more ofsaid third game objects, said respective third game object is removed;and cause an angle of a trajectory of said second game object to bealtered to cause said second game object to hit one or more third gameobjects.
 2. The computer device of claim 1, wherein said at least oneprocessor is configured to display a first game object in said game areaand to cause said first game object to be controlled in response to userinput received via said user interface to cause said second game objectto move along said trajectory.
 3. The computer device of claim 1,wherein said at least one processor is configured to cause the secondobject to be reflected from a further object before hitting one or morefurther objects.
 4. The computer device of claim 3, wherein said angleof trajectory comprises an angle of reflection with respect to saidfurther object.
 5. The computer device of claim 4 wherein said angle oftrajectory is adjusted such that the angle of reflection is different toan angle of incident of said second game object with respect to saidfurther object.
 6. The computer device of claim 3, wherein said angle oftrajectory comprises an angle of incidence with respect to said furtherobject.
 7. The computer device of claim 3, wherein said further objectcomprises one or more of an edge of said game area or a game playobject.
 8. The computer device as claimed in claim 1, wherein said atleast one processor is configured to determine if the number of thirdgame objects satisfies a criteria and when said criteria is satisfied,to cause said angle of trajectory to be altered.
 9. The computer deviceas claimed in claim 8, wherein said criteria comprises that the numberof third game objects is less than a given number.
 10. The computerdevice as claimed in claim 1, wherein said at least one processor isconfigured to determine if the second game object will miss a targetthird object and if so said angle of trajectory is altered to cause thesecond game object to hit the target third object.
 11. The computerdevice as claimed in claim 1, wherein said at least one processor isconfigured to determine if the second game object will miss a targetthird object, if so determining if the angle of trajectory can bealtered so that the second game will hit the target third object and ifso altering said angle of trajectory to cause the second game object tohit the target third object.
 12. The computer device as claimed in claim1, wherein said at least one processor is configured, when there areless than a given number of third game objects, to determine if thesecond game object will miss a target third object, if so determining ifthe angle of trajectory can be altered so that the second game will hitthe target third object and if so altering said angle of trajectory tocause the second game object to hit the target third object.
 13. Thecomputer device as claimed in claim 1, wherein said angle of trajectoryis altered by up to a given maximum value.
 14. The computer device asclaimed in claim 1, wherein said user interface and said display areprovided by a touch screen.
 15. A computer implemented method forproviding a computer implemented game on a computer device comprising auser interface configured to detect user input from a player of saidgame, at least one processor, and a display, the method comprising:causing a game area to be displayed on said display, said game areacomprising a plurality of third game objects; causing at least onesecond game object to move along a trajectory, wherein when said secondgame object hits one or more of said third game objects, said respectivethird game object is removed; and causing an angle of a trajectory ofsaid second game object to be altered to cause said second game objectto hit one or more third game objects.
 16. The computer method of claim15, comprising causing the display to display a first game object insaid game area and causing said first game object to be controlled inresponse to user input received via said user interface to cause saidsecond game object to move along said trajectory.
 17. The computermethod of claim 15, comprising causing the second object to be reflectedfrom a further object before hitting one or more further objects. 18.The computer method of claim 17, wherein said angle of trajectorycomprises an angle of reflection with respect to said further object.19. The computer method of claim 18, wherein said angle of trajectory isadjusted such that the angle of reflection is different to an angle ofincident of said second game object with respect to said further object.20. The computer method of claim 17, wherein said angle of trajectorycomprises an angle of incidence with respect to said further object. 21.The computer method of claim 17, wherein said further object comprisesone or more of an edge of said game area or a game play object.
 22. Thecomputer method as claimed in claim 15, comprising determining if thenumber of third game objects satisfies a criteria and when said criteriais satisfied, causing said angle of trajectory to be altered.
 23. Thecomputer method as claimed in claim 22, wherein said criteria comprisesthat the number of third game objects is less than a given number. 24.The computer method as claimed in claim 15, wherein said angle oftrajectory is altered by up to a given maximum value.
 25. Anon-transitory computer readable storage device storing instructionsthat, when executed by at least one processor of a computer device,having a display and a user interface, causes said at least oneprocessor to perform the steps of: causing a game area to be displayedon said display, said game area comprising a plurality of third gameobjects; causing at least one second game object to move along atrajectory, wherein when said second game object hits one or more ofsaid third game objects, said respective third game object is removed;and causing an angle of a trajectory of said second game object to bealtered to cause said second game object to hit one or more third gameobjects.